| Literature DB >> 30413625 |
Robert Heck1, Oana Vuculescu1,2, Jens Jakob Sørensen1, Jonathan Zoller3,4, Morten G Andreasen1, Mark G Bason5, Poul Ejlertsen1, Ottó Elíasson1, Pinja Haikka1, Jens S Laustsen1, Lærke L Nielsen1, Andrew Mao1, Romain Müller1, Mario Napolitano1, Mads K Pedersen1, Aske R Thorsen1, Carsten Bergenholtz1,2, Tommaso Calarco3,4, Simone Montangero3,4,6,7, Jacob F Sherson8.
Abstract
We introduce a remote interface to control and optimize the experimental production of Bose-Einstein condensates (BECs) and find improved solutions using two distinct implementations. First, a team of theoreticians used a remote version of their dressed chopped random basis optimization algorithm (RedCRAB), and second, a gamified interface allowed 600 citizen scientists from around the world to participate in real-time optimization. Quantitative studies of player search behavior demonstrated that they collectively engage in a combination of local and global searches. This form of multiagent adaptive search prevents premature convergence by the explorative behavior of low-performing players while high-performing players locally refine their solutions. In addition, many successful citizen science games have relied on a problem representation that directly engaged the visual or experiential intuition of the players. Here we demonstrate that citizen scientists can also be successful in an entirely abstract problem visualization. This is encouraging because a much wider range of challenges could potentially be opened to gamification in the future.Entities:
Keywords: citizen science; closed-loop optimization; human problem solving; optimal control; ultracold atoms
Year: 2018 PMID: 30413625 PMCID: PMC6275530 DOI: 10.1073/pnas.1716869115
Source DB: PubMed Journal: Proc Natl Acad Sci U S A ISSN: 0027-8424 Impact factor: 11.205
Fig. 1.(A) Real-time remote scheme for connecting experts and citizen scientists with the laboratory. The respective remote clients (RedCRAB for the experts, Alice Challenge game client for the citizen scientists) send experimental parameters through an online cloud interface. These parameters are turned into experimental sequences and executed by the Alice control program. The number of atoms in the BEC () serves as a fitness value and is extracted from images of the atom cloud taken at the end of each sequence. The Alice control program closes the loop by sending the resulting back to the remote clients through the same cloud interface. (B, Left) Illustration of the experimental setup. The RedCRAB algorithm and the Alice Challenge players can control the magnetic field gradient depicted by the yellow shaded coils and the intensity of the two dipole beams drawn in red and blue. (B, Right) Screenshot of the Alice Challenge (https://alice.scienceathome.org). The game client features a spline editor for creating and shaping the experimental ramps.
Fig. 2.(A) Illustration of the apparent global landscape topology for BEC production after performing 1D parameter scans. It seems to contain distinct local optima. However, as B illustrates, connecting bridges were found both between some of the conventional strategies and to nontrivial high-yield solutions in the high-dimensional search space. (C) A 2D T-distributed stochastic neighbor embedding (t-SNE) (42) representation of the landscape showing the variety of different trap configurations that are accessible in our experiment. (Note that the displayed data points stem from a different set of measurements, where high are underestimated due to saturation effects in the imaging, which was alleviated for the main experiments of this paper. Therefore, the labeling of the color scale was omitted.) The plot contains data of the four main configurations which were scanned and optimized by 1D and 2D parameter scans. For more details, see main text.
Fig. 3.(A and B) Experts’ optimization with RedCRAB. (A) Single unsupervised optimization run. By applying an adaptive averaging scheme, the mean is plotted in blue as a function of RedCRAB iteration steps (see main text for details). The red solid line denotes the current best . Compared to the level of the previously best HT configuration (black dashed line), was improved by 10%. (B) Histogram of relative changes compared with the current best solution for the RedCRAB optimization. (C–F) Citizen scientists’ optimization in the ATC (C–E) and the ASC (F). (C) Round-based performance in the ATC. The lines show the cumulated best achieved for teams with three or more active players as a function of ATC iteration steps (see main text for definition). Although human players had only a very limited number of tries (13 iterations), they still achieve relatively good optimization scores. Overall, all teams but one achieve above 1 106. (D) Histogram of changes relative to the current best solution for the ATC. In contrast to the experts’ RedCRAB searches (compare B), humans engage in many search attempts that lead to poor . The red bar denotes all solutions which showed a relative change in . (E) The players’ adaptive search behavior as a function of the relative performance with respect to the team’s best . A linear regression with a 95% confidence bound is shown in red and yields a correlation of −0.37(4). The distance measure captures the difference between the player’s current and own previous solution. The measure captures a player’s performance relative to the team’s best. Both measures are normalized across all ATC iterations and teams. (F) Histogram for the achieved for all submitted solutions in the ASC. More than 73% of the submitted solutions successfully yielded a BEC.